//> gl_LaunchIDEXT: uint3 {50, 50, 0}
no source

//> (out): float4 {0.412000, 0.796000, 1.000000, 1.000000}
8. payload.color = vec4( 0.412f, 0.796f, 1.0f, 1.0f );

//---------------------------

//> gl_LaunchIDEXT: uint3 {60, 40, 0}
no source

//> uv: float2 {0.472656, 0.316406}
//  gl_LaunchIDEXT: uint3 {60, 40, 0}
10. uv		 = vec2(gl_LaunchIDEXT.xy + 0.5) / vec2(gl_LaunchSizeEXT.xy);

//> origin: float3 {0.472656, 0.683594, -1.000000}
//  uv: float2 {0.472656, 0.316406}
11. origin	 = vec3(uv.x, 1.0f - uv.y, -1.0f);

//> (out): float4 {0.000000, 0.000000, 0.000000, 0.000000}
14. payload.color = vec4(0.0);

//> traceRays(): void
//  origin: float3 {0.472656, 0.683594, -1.000000}
16. 	traceRayEXT( /*topLevel*/un_RtScene, /*rayFlags*/gl_RayFlagsNoneEXT, /*cullMask*/0xFF,
17. 				 /*sbtRecordOffset*/0, /*sbtRecordStride*/0, /*missIndex*/0,
18. 				 /*origin*/origin, /*Tmin*/0.0f,
19. 				 /*direction*/direction, /*Tmax*/10.0f,
20. 				 /*payload*/PAYLOAD_LOC );

//> color: float4 {0.121094, 0.011719, 0.867188, 1.000000}
22. color = payload.color;

//> imageStore(): void
//  gl_LaunchIDEXT: uint3 {60, 40, 0}
//  color: float4 {0.121094, 0.011719, 0.867188, 1.000000}
23. 	imageStore( un_Output, ivec2(gl_LaunchIDEXT), color );

//---------------------------

